Live Test Thread 2

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Wiz said:

For me at least, this causes the client to crash every time I try to enter world for the next several minutes. It's quicker for me to sit and camp out during PL, even though it takes 3-4 times as long as normal, and reenter world than to /q and restart the client several times due to this crashing.

Wiz said:
Simple fix. I'll make it so you don't drop from a group if you LD.

When somone in group camps out or goes LD, when they reenter world it frequently bugs the group causing random people to be disbanded. This will cause problems with the new system too. Could you see about fixing this while making the above change? Also, will there be a way to remove a LD person from the group without reforming if they never come back from LD?
 
Wiz said:
Elasia said:
Wiz said:
Simple fix. I'll make it so you don't drop from a group if you LD.

Will that also include camping out? Because half the time you have to camp the PL bug off if you want to log back in without waiting even longer if you crash the client and LD it off.

Just /q

For me as well, anytime I get PL and have to camp out, /q and then trying to relog in gets me to the character select screen, and then after I click my character I crash shortly after and have to reboot from the patcher.

Sometimes when I relog, I log in in the same group I was in before; however, the group is severely bugged because we are getting assistance errors with the raid, some other groups cannot hear us, and sometimes randomly the group will just disband members or we'll see other members suddenly appear in our group, or we'll see doubles of 1 person in the same group.
 
The client crash after /q'ing is because your character still shows in the game world. Having your group also be in IRC helps, as they can tell you when your character poofs after you /q.
 
Mythryn said:
The client crash after /q'ing is because your character still shows in the game world. Having your group also be in IRC helps, as they can tell you when your character poofs after you /q.

Ah, thanks.

This works for relogging normally too right? I often crash when trying to relog in after insta-LDs.
 
Any time you go to the char select screen without actually camping out, your character stays in for a random period of time.
 
/sit /camp is infinitely faster than /q. When you camp, your character immediately leaves the game, and you can immediately log right back in. When you /q, and then go through logging back into the server, if you try to enter the game while your character is still sitting there, you'll crash. It takes a hell of a lot longer and is much more frustrating than a simple /camp.
 
I've had good luck so far with /exit, for some reason I can get back in quicker and easier than using /q.

/camp is still the winner though, except during a PL bug attack when you're stuck in a spell casting sequence and can't sit down.
 
Syrie Cinders said:
I've had good luck so far with /exit, for some reason I can get back in quicker and easier than using /q.

/camp is still the winner though, except during a PL bug attack when you're stuck in a spell casting sequence and can't sit down.

you can click the sit buttan and then click the camp buttan, even if you get the 'you can't do that while casting blahblahblah'
 
so... what'll be the point in being a druid now? druids are designed to cast dots, sit and med, recast as necessary. they'd have to get a much larger mana pool to support even one mob using a root, dot, and dd until dead method, before running out of mana and having to sit and med, doing nothing.

using the classic method that will no longer be possible, my druid was able to handle dark blues, kiting. using a root, dot, dd until dead method i cannot see my druid having enough mana to handle anything over a light blue, and even that will be down-right risky.

i really should log in and try things out to be sure, but i highly doubt this will be a viable change.

one other possibility is to go ahead and try to continue the old method and pray for the mob not to resist too often.
 
Slicer, for what it's worth, you can kill orcs in EW fairly easily at level 65 as a druid. Mind you snare kiting isn't nearly as effective as it used to be, dotting and flat out nuking them is far more efficient.

Dotting, running, nuking, rinsing and repeat will have a very dead mob. Slap on the druid bark skin AA to get your mana back, combined with the super med., and before you know it, you're ready to kill again.

At least that's what I'd do.
 
I personaly am strongly against the changes to In Combat/Out of Combat medding. I am a very oldschool player, I play SoD because is as close to Pre-Luclin EQ as you can get. I dont like downtime, nobody really does, but on the other hand there was not all that much down time in groups anyway. The system of medding we all have been using for years was just fine. Why fix something that isnt broken? If this change is about the super high end raiding and clerics having almost infinate mana maybe the raid encounters should be changed instead. There are 15 classes, hope Im not forgetting any, 12 of which use mana. That is a massive chunk of the population that this change has/will affect, it is a huge huge change and will alter almost every aspect of the game as we know it. I dont really know what else to say other then I really hope it gets rolled back to the way it was.

Just because I dont like the change doesnt mean it is not good for most people. I just feel that with these changes, if they stay, it will not be the same game ive enjoyed over the years. Again, Why fix something that isnt broken?
 
While the changes ARE broad and sweeping, I think the team is doing the right thing in at least implementing them, testing them for a period, and then making a decision based upon that. The problem is that everyone (yourself, myself and others included) will continue to speculate about how this thing or that thing will be affected, but having lots of players banging on it and trying stuff out is the only way to truly test it.

As to it being a change that makes the server less like Old School Live... I think it's been said a million times... this is not Live. There are probably 20 emulated Live servers out there who try to keep things IDENTICAL to Live, and on those servers, you won't be seeing these kinds of changes. It's not the intent here to emulate Live, but to better than Live. If (as I can only imagine must've been the case) the majority of players and staffers felt that the out-of-combat regen-time was too great, then they are taking steps to alleviate that perceived problem. That will make the game different than Live... but, it already is. If you only want to play what Live has, then play Live or play one of the other emulators. To get the 'old-school Live' experience on SoD, you'd have to basically abstain from ANY non-Live quests, and new/changed zones, refuse to wear any gear that isn't also in Live (which I believe would leave you naked) and refuse to play any classes that are in any way different from their counterparts on Live... This game is very much different than Live, and maybe it's just the fact that I LIKE change (of almost any sort) but I like seeing this change being tested. Personally I believe that if enough people had the "Don't fix it if it's not broken" attitude, nothing would EVER get better, and everything would eventually fall apart... and that's in RL as well as in games. Whether a change pleases me in particular or not is not the issue... change is, by its nature, good. I maintained that same opinion about the travel and vendor changes which I didn't particularly care for... but at least it's not stagnation.

It's cool that people can come here and get a little bit of that feeling from the original Live if that's what they're looking for... but let us not insist/request that nothing be changed in such a way as to be different from Live... 'cause MOST of us here don't want to play a Live clone or we'd either be on Live itself, or one of its many identical (well, up to Velious at least) shards out there.
 
calaran said:
As to it being a change that makes the server less like Old School Live... I think it's been said a million times... this is not Live. There are probably 20 emulated Live servers out there who try to keep things IDENTICAL to Live, and on those servers, you won't be seeing these kinds of changes. It's not the intent here to emulate Live, but to better than Live. If (as I can only imagine must've been the case) the majority of players and staffers felt that the out-of-combat regen-time was too great, then they are taking steps to alleviate that perceived problem. That will make the game different than Live... but, it already is. If you only want to play what Live has, then play Live or play one of the other emulators. To get the 'old-school Live' experience on SoD, you'd have to basically abstain from ANY non-Live quests, and new/changed zones, refuse to wear any gear that isn't also in Live (which I believe would leave you naked) and refuse to play any classes that are in any way different from their counterparts on Live... This game is very much different than Live, and maybe it's just the fact that I LIKE change (of almost any sort) but I like seeing this change being tested.

Im not at all sure how you got all that from me saying SoD is as close to pre-luclin as you can get... jeez... You are assuming alot.

The feeling I get when I play SoD is that of pre-luclin live, I dont want only Original Quests, I dont want only Original Equip ect. Its that SoD is like pre-luclin EQ, as far as gameplay goes, but with different content. Change is good, but this is changing a system that has been in place for live and SoD alike for almost 8 years... It is tried, tested, and true, hence the If its not broken dont fix it. I like almost all changes the SoD team has done, but I dont support this one. We all have our different reasons for playing SoD, mine is the Oldschool feel of the game. To change meditation and mana regen like this would directly affect what it is I like about SoD. Thats all.

Like I said in my previos post, I am sure alot of people love this change, but I myself just dont support it. Of course its not up to be to decide, but I felt I should speak up.
 
Grachnist said:
Im not at all sure how you got all that from me saying SoD is as close to pre-luclin as you can get... jeez... You are assuming alot.

My point was merely that "why fix what isn't broken" taken to the extreme, would leave you with one of the Live clone servers. The REASON to fix what isn't broken is that some changes stay, some leave, some make things better and some make things worse. In the end, the result of all those tests and changes is... SoD.

I certainly think you should voice that you don't like the way the change is if you don't... otherwise Wiz and crew would have no idea what is good and what is not, of the changes they make. They would only have their personal thoughts on it and those who agree with it... so if I seemed like I was discrediting your whole post, that wasn't my intent. I just have a knee-jerk when people say "don't fix what isn't broken".... broken has different degrees... and changing what some may consider not broken is the only way things can get better. Rarely does anything ever spend much time in a truly broken state if it can be fixed... so most of the time is spent improving things (this is in reference to things in general, not SoD in particular).

My personal opinion is that downtime is not fun. No one TRULY enjoys sitting and medding for hours on end. I don't even see (unlike death penalties of various sorts) how downtime between combats adds anything... it doesn't add risk... in the case of emptying your pool with a group to kill something, then spending the next long while (10-15minutes sometimes? I dunno, I'm not top-end) regenning it... that doesn't really add to strategy. I DO think some valid points have been brought up regarding ways it affects very particular methods of fighting (Roting, etc)... But I think this sort of change will inevitably CHANGE the strategies that need to be used, but I certainly don't think changes like these dumb it down and remove thought/strategy all together as some have said.
 
While I have yet to try out these changes in a group setting yet, I must say that as a caster tradeskiller the changes have been a God send. One of my biggest issues with farming has been that even though I am fighting mobs that are green to me, it was always troublesome that I would use my mana bar killing maybe 6 or 7 of them and then have to wait to med back up before hunting again. This made farming as a Druid quite combersome, where as if was a melee class (like the alt Shadowknight I used to have to use to hunt) I could simply just beat on them and what damage I would take I could just BW and continue on. With these changes I can actually farm greens pretty continuously using spells without having the same level of downtime between.
 
Do the switched messages "You are out of combat" when you get aggro and "You have entered the combat" when the mob is dead bother anyone?
I must say I got pretty used to them. But still, it seems that the text is switched.
 
personaly am strongly against the changes to In Combat/Out of Combat medding. I am a very oldschool player, I play SoD because is as close to Pre-Luclin EQ as you can get. I dont like downtime, nobody really does, but on the other hand there was not all that much down time in groups anyway. The system of medding we all have been using for years was just fine. Why fix something that isnt broken? If this change is about the super high end raiding and clerics having almost infinate mana maybe the raid encounters should be changed instead. There are 15 classes, hope Im not forgetting any, 12 of which use mana. That is a massive chunk of the population that this change has/will affect, it is a huge huge change and will alter almost every aspect of the game as we know it. I dont really know what else to say other then I really hope it gets rolled back to the way it was.

Just because I dont like the change doesnt mean it is not good for most people. I just feel that with these changes, if they stay, it will not be the same game ive enjoyed over the years. Again, Why fix something that isnt broken?

My feelings exactly, :)
[/quote]
 
"This is not like oldschool EQ" is no argument in and of itself. It can be said about so many things on SoD. Explain why downtime adds fun to the game, please.
 
Downtime is not fun, but with a massive mechanics change like this, the balance between classes has likely been skewed. Classes have been balanced around certain regeneration rates and after a few days of experiencing/raiding, it seems like some classes have become a LOT stronger because of the change (relative to other mana-using classes).

Casting classes have become much better at solo'ing for example, an aspect that melee were terrible at to begin with but now the disparity is even greater. Most regular groups are now having a much "easier" time with exp, although exp rates are not necessarily that much faster.
 
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